Dracarius's page

Goblin Squad Member. Organized Play Member. 7 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Lantern Lodge

I'm studying for a new adventure I'm creating, and one of the creatures has the swallow whole ability.

The question I have is this: If your grappled by said creature if it succeeds at it's swallow whole. Can you reach for a light weapon, or does that weapon already have to be in hand at the time of the grapple/swallow whole?

I see two sides to this:

If you have a weapon in hand, assuming you don't drop it, your good to go.

or

Per the grapple feat you can't "move" so would this prevent a character from grabbing a weapon?

What if the weapon is right near your hand, etc.

Thoughts on this?

Lantern Lodge

Halfling Barbarian wrote:
Play this. The PDF is free.

Already ran the group through it. :)

The last thing they remember is a pretty big party. Waking up in the morning in the middle of a goblin camp...

Lantern Lodge

Our group, as of late, has had a difficult time getting together to play our main campaign. With job changes and family life, its often we are missing 2 or sometimes 3 players and can't continue our ongoing campaign.

Rather then just not play anything. I'd like suggestions for one day games? They type of game where we can throw a group of random characters together and sit down and play for a few hours to feed the need.

Besides creating your own adventures (Which I'm not up to that level of creativity yet), what modules do you suggest?

Lantern Lodge

Being new as a DM, there have been cases where I've invoked a rule that wasn't quite right. My players are letting me learn and will point out what I've done wrong.

The one key thing I've learned, being new, is that its all about fun.

If you or the players are not having fun because of this rule, then let the DM know. If he feels your casters are over-powered, it would better for him to make a battle a bit tougher. (maybe add a spell resistance or damage reduction from spells)

We can all talk about adding this feat, or adding this skill, but it still comes down to fun. Why should I have to waste certain skills or feats to skirt a DMs house rule? This takes away from the fun of creating a character and modeling how I want that character to be.

My players will pull me aside after a game and let me know when I've done something "not quite right". I would discuss this matter with your DM, along with your other players, if they are unhappy. I'd rather know as a DM if the players are having fun, or just sticking with the game because they are my friends.

Lantern Lodge

I wasn't expecting a huge debate, but we are gamers - Love us, or hate us, we all have varying opinions.

I appreciate the information provided by everyone. I have some new insight on how to handle things, and a few things to keep in my back pocket if things go awry.

Lantern Lodge

Fleshgrinder wrote:

Well, first of all, you have to try to not get insulted when someone calls you out for being wrong (and I'm not saying you were, but you seem to be annoyed by the idea of being corrected often).

Not annoyed in the sense most would consider. Just more concerned as I want the adventures to be fun. As for the important parts... I'm getting there.

Lantern Lodge

So, after 15 years in hiding, I decided to dust off the dice and start gaming again. It isn't as if I just shunned the world of gaming, I just set aside my dice, and decided to watch from a distance.

After I saw, and browsed through, The Haunting of Harrowstone, I just knew it was time to break down the barriers that kept me away. Who doesn't enjoy a good ghost story? The difference this time is that I wanted to be on the DMs side of the table.

My problem is this: Everyone one of my players has been gaming for years. Most noticeably, Bill, who's been gaming for 25+ years. He's been a valuable asset and has assisted me through my questions about "What should I do if..."

To be fair, my game is not perfect, I've flubbed my way through encounters. I'm human, I make mistakes, and I can't quote a page, paragraph, and line number for every rule.

I realize the game rules are meant to be bent (sometimes broken), but how do you make the game fun for those that are dead set on exact rules? I'm at a loss on how to overcome this obstacle. I want my players to have fun, but being quoted rules from players that say "NO, you can't do that" has started taking a toll. Or, do I keep plodding along and glaze over obvious errors and tell them to deal with it?

What would you do?

Drac